Loyalty and gamification hub
Loyalty and gamification screens for three brands, built from scratch as 12+ templated sections on the CRM platform: club hub, missions, reward store and VIP levels, adjusted regularly as campaigns and data changed.
- My role
- I designed and coded every section, then localized them to Spanish: live in Costa Rica, adapted for Guatemala and Chile.
- The problem
- Players needed to see at a glance what they were working toward and what each reward was, without reading rules.
- What I did
- Visible progress (bars, mission trails, points to the next level), the reward as the largest element on each card, and store logic that picks a deal of the day for each player.
- Result
- Shipped for 4Play, Pagol and 123 and kept up to date. Live in Spanish in Costa Rica, with Guatemala and Chile ready.
How I worked
How the loyalty hub was built and kept alive.
- BenchmarkI studied loyalty programs in games, reward apps and competing operators: how levels, coins, missions and stores feed each other.
- Club architectureI defined levels, coins, missions, store and tournaments as one loop, so every action earns progress toward something visible.
- Design in FigmaOne template per screen with a visual identity per level, designed from scratch in each brand's design system.
- Built as CRM sectionsI coded 12+ responsive Liquid sections on the CRM platform, reusable across brands and campaigns.
- Working with CRMSegmentation by level, deep links to bonuses, missions and tournaments, and campaigns planned with the CRM team.
- Tracking and adjustingI followed mission completions, store use and returning players, and adjusted the sections regularly as campaigns and data changed.
- LocalizationSpanish versions of club, missions, store and levels: live in Costa Rica, adapted for Guatemala and Chile.
Club and levels
Every level screen answers three questions at a glance: where I am, what I get here and what I do to move up. One template, a visual identity per level.



Missions
Progress is always visible and the reward is the largest element on each card, so the player knows what to do next without reading rules.


Reward store and missions, full pages
The store picks a deal of the day for each player and shows the price in coins next to what is left to earn.
View full page ↗
View full page ↗Across the three brands
The same logic adapted to each brand's identity: 4Play, Pagol and 123.



Some of the screens shown here may have changed since Brazil's betting regulation took effect. The screens come from my own design files. This page shows interface design only and is intended for adults (18+).
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